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The mage combat is feeling really good. I made a lot of progress on the abilities, including the ultimate, and went for a 1v11 test drive and came out on top.
Had a good enough time that I went after two more actor's and got some fun lines from them as well.
Doing so involved adding so many new variables to the hover system that I was able to revisit the skill tree and create passive conditional skills, as well as being able to modify the abilities any way I can think of. It's turned into a pretty robust system.
The artist also got a lot of really cool portrait artwork done. Look how pretty Vae came out! We have tons of these. So once we come around to the dialogue system update all that artwork will look closer to this quality.
March was a little slower since I had to much going on at the day job. My time was limited from working too many long hours and all I got done in March was further refinements to the abilities by letting them apply debuffs to struck enemies. Currently I have a debuff for slowing movement speed. That all works and applies some minor vfx as feedback. 
How about that concept art though? I had at first thought of him as being more human. However I turned away from that and had the artist create something totally new based off the earlier guidelines I had when making the mage.
I like this new design MUCH better. I wanted to make sure he fit with the mage and the redesign helped me focus the world lore a little more. I'm excited to start sharing some of that information with everyone when the time comes. Till then I will continue working on the game itself.
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